local HousingBlueprintUI = { Name = "HousingBlueprintUI", Type = "System", Namespace = "C_HousingBlueprint", Environment = "All", Functions = { { Name = "CanExportRoom", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Returns true if the specific room is allowed to be exported" }, Arguments = { { Name = "roomGUID", Type = "WOWGUID", Nilable = false }, }, Returns = { { Name = "canExport", Type = "bool", Nilable = false }, }, }, { Name = "CanExportTypeFromCurrentLocation", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Returns true if the player's current location is a valid place to attempt to export a specific kind of blueprint" }, Arguments = { { Name = "type", Type = "HousingBlueprintType", Nilable = false }, }, Returns = { { Name = "locationValid", Type = "bool", Nilable = false }, }, }, { Name = "CanImportTypeFromCurrentLocation", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Returns true if the player's current location is a valid place to attempt to import a specific kind of blueprint" }, Arguments = { { Name = "type", Type = "HousingBlueprintType", Nilable = false }, }, Returns = { { Name = "locationValid", Type = "bool", Nilable = false }, }, }, { Name = "DeleteBlueprint", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Delete the specified owned blueprint; Listen for HousingBlueprintDeleteSuccess and HousingBlueprintDeleteFailure for results" }, Arguments = { { Name = "blueprintID", Type = "BigUInteger", Nilable = false }, }, }, { Name = "ExportBlueprint", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Saves out a new Blueprint of the specified type, using the specified name, if available, based on where the player is currently standing (see GetExportAvailability); Listen for HousingBlueprintExportSuccess and HousingBlueprintExportFailure for results" }, Arguments = { { Name = "type", Type = "HousingBlueprintType", Nilable = false }, { Name = "name", Type = "cstring", Nilable = false }, }, }, { Name = "ExportRoomBlueprint", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Saves out a new Blueprint of the specified room, using the specified name, if available (see GetExportAvailability); Listen for HousingBlueprintExportSuccess and HousingBlueprintExportFailure for results" }, Arguments = { { Name = "name", Type = "cstring", Nilable = false }, { Name = "roomGUID", Type = "WOWGUID", Nilable = false }, }, }, { Name = "GetBlueprintHyperlink", Type = "Function", MayReturnNothing = true, SecretArguments = "AllowedWhenUntainted", Arguments = { { Name = "blueprintShareCode", Type = "cstring", Nilable = false }, }, Returns = { { Name = "hyperLink", Type = "string", Nilable = false }, }, }, { Name = "GetBlueprintTypeForCode", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Returns what type of Blueprint the specified code is for; Will return HousingBlueprintType.None if code is invalid; Does NOT check whether the shareCode actually matches up to a real valid Blueprint" }, Arguments = { { Name = "shareCode", Type = "cstring", Nilable = false }, }, Returns = { { Name = "type", Type = "HousingBlueprintType", Nilable = false }, }, }, { Name = "GetExportAvailability", Type = "Function", Documentation = { "Returns success if the player can currently export Blueprints, or a specific error type (ex: invalid location or permissions)" }, Returns = { { Name = "availability", Type = "HousingResult", Nilable = false }, }, }, { Name = "GetFeatureAvailability", Type = "Function", Documentation = { "Returns success if Blueprints as a feature is currently enabled and available" }, Returns = { { Name = "blueprintsAvailability", Type = "HousingResult", Nilable = false }, }, }, { Name = "GetImportAvailability", Type = "Function", Documentation = { "Returns success if the player can currently import Blueprints, or a specific error type (ex: invalid location or permissions)" }, Returns = { { Name = "availability", Type = "HousingResult", Nilable = false }, }, }, { Name = "ImportBlueprint", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Imports the specified blueprint, if available (see GetImportAvailability and CanImportTypeFromCurrentLocation); Listen for HousingBlueprintImportSuccess and HousingBlueprintImportFailure for results" }, Arguments = { { Name = "shareCode", Type = "cstring", Nilable = false }, }, }, { Name = "IsShareCodeValid", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Returns true if the string matches the valid expected format for a Blueprint Share Code; Does NOT check whether the shareCode actually matches up to a real valid Blueprint" }, Arguments = { { Name = "shareCode", Type = "cstring", Nilable = false }, }, Returns = { { Name = "isValid", Type = "bool", Nilable = false }, }, }, { Name = "RenameBlueprint", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Rename the specified owned blueprint to the specified name; Listen for HousingBlueprintRenameSuccess and HousingBlueprintRenameFailure for results" }, Arguments = { { Name = "blueprintID", Type = "BigUInteger", Nilable = false }, { Name = "newName", Type = "cstring", Nilable = false }, }, }, { Name = "RequestBlueprintCollection", Type = "Function", Documentation = { "Request the full list of all of the player's Blueprints; This is async, either the HOUSING_BLUEPRINT_COLLECTION_RECEIVED or HOUSING_BLUEPRINT_COLLECTION_FAILURE event will eventually be fired as a result" }, }, { Name = "RequestBlueprintContents", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Request the full contents of a specific Blueprint, in context of the current owned plot or house (if any); This is async as content info includes dynamic data from the server, either the HOUSING_BLUEPRINT_CONTENTS_RECEIVED or HOUSING_BLUEPRINT_CONTENTS_FAILURE event will eventually be fired as a result; Calling this again before a prior request has finished will cancel the prior request" }, Arguments = { { Name = "shareCode", Type = "cstring", Nilable = false }, }, }, { Name = "RequestBlueprintContentsForContext", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Request the full contents of a specific Blueprint, either in context of a specific owned House or plot, or explicitly outside of any specific context; Typically used to update missing requirement info from previously-retrieved contents; See RequestBlueprintContents for other notes" }, Arguments = { { Name = "shareCode", Type = "cstring", Nilable = false }, { Name = "optionalHouseGUID", Type = "WOWGUID", Nilable = true }, }, }, { Name = "StartImportRoomBlueprint", Type = "Function", SecretArguments = "AllowedWhenUntainted", Documentation = { "Start the process of importing a Room Blueprint. This will lead to Layout Mode being opened, so the player can then select an available door to attach the room to" }, Arguments = { { Name = "shareCode", Type = "cstring", Nilable = false }, }, }, { Name = "UpdateBlueprintStringFromInput", Type = "Function", MayReturnNothing = true, SecretArguments = "AllowedWhenUntainted", Arguments = { { Name = "inputShareCode", Type = "cstring", Nilable = false }, }, Returns = { { Name = "updatedShareCode", Type = "string", Nilable = false }, }, }, }, Events = { { Name = "HousingBlueprintCollectionFailure", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_COLLECTION_FAILURE", SynchronousEvent = true, Payload = { { Name = "result", Type = "HousingResult", Nilable = false }, }, }, { Name = "HousingBlueprintCollectionReceived", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_COLLECTION_RECEIVED", SynchronousEvent = true, Payload = { { Name = "collection", Type = "HousingBlueprintCollection", Nilable = false }, }, }, { Name = "HousingBlueprintContentsFailure", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_CONTENTS_FAILURE", SynchronousEvent = true, Payload = { { Name = "blueprintShareCode", Type = "string", Nilable = false }, { Name = "result", Type = "HousingResult", Nilable = false }, }, }, { Name = "HousingBlueprintContentsReceived", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_CONTENTS_RECEIVED", SynchronousEvent = true, Payload = { { Name = "contentInfo", Type = "HousingBlueprintContentInfo", Nilable = false }, }, }, { Name = "HousingBlueprintDeleteFailure", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_DELETE_FAILURE", SynchronousEvent = true, Payload = { { Name = "blueprintID", Type = "BigUInteger", Nilable = false }, { Name = "result", Type = "HousingResult", Nilable = false }, }, }, { Name = "HousingBlueprintDeleteSuccess", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_DELETE_SUCCESS", SynchronousEvent = true, Payload = { { Name = "blueprintID", Type = "BigUInteger", Nilable = false }, }, }, { Name = "HousingBlueprintExportFailure", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_EXPORT_FAILURE", SynchronousEvent = true, Payload = { { Name = "result", Type = "HousingResult", Nilable = false }, }, }, { Name = "HousingBlueprintExportSuccess", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_EXPORT_SUCCESS", SynchronousEvent = true, Payload = { { Name = "blueprintShareCode", Type = "string", Nilable = false }, }, }, { Name = "HousingBlueprintImportFailure", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_IMPORT_FAILURE", SynchronousEvent = true, Payload = { { Name = "result", Type = "HousingResult", Nilable = false }, }, }, { Name = "HousingBlueprintImportStarted", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_IMPORT_STARTED", SynchronousEvent = true, }, { Name = "HousingBlueprintImportSuccess", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_IMPORT_SUCCESS", SynchronousEvent = true, }, { Name = "HousingBlueprintRenameFailure", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_RENAME_FAILURE", SynchronousEvent = true, Payload = { { Name = "blueprintID", Type = "BigUInteger", Nilable = false }, { Name = "result", Type = "HousingResult", Nilable = false }, }, }, { Name = "HousingBlueprintRenameSuccess", Type = "Event", LiteralName = "HOUSING_BLUEPRINT_RENAME_SUCCESS", SynchronousEvent = true, Payload = { { Name = "blueprintID", Type = "BigUInteger", Nilable = false }, { Name = "name", Type = "string", Nilable = false }, }, }, { Name = "HousingBlueprintsAvailabilityChanged", Type = "Event", LiteralName = "HOUSING_BLUEPRINTS_AVAILABILITY_CHANGED", SynchronousEvent = true, }, }, Tables = { }, Predicates = { }, }; APIDocumentation:AddDocumentationTable(HousingBlueprintUI);